Refactor loading of background shader
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@@ -5,6 +5,7 @@ in vec4 vParams [];
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in vec2 vWinSize [];
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out vec2 gTexPos;
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uniform vec2 winSize;
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uniform vec2 translation;
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uniform float zoom;
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uniform float rotation;
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@@ -23,8 +24,8 @@ void main()
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// float zoom = vParams[0].w;
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float rot = 0 - rotation;
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float x = vWinSize[0].x / (500*zoom) ;
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float y = vWinSize[0].y / (500*zoom) ;
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float x = winSize.x / (500*zoom) ;
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float y = winSize.y / (500*zoom) ;
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gTexPos = cPos + rotBy(-rot , vec2(x,y));
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gl_Position = vec4 (1,1,0.9,1);
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EmitVertex();
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